if your wireless mouse/keybord are acting up, move the reciever away from em sources, such as your monitor, computer, or emp generator. the thing is subject to rf interferance.
i disagree with the use of an alpha chanel for env mapping. not all dds textures have an 8x compression ratio. dds is just its extension, there are many pixel formats that it may use. each format has different compression ratios. dxt3 and dxt5 formats, which support alpha cannels, are twice as big as dxt1 format. id personally rather use an 8 bit (grey or index) texture format on all my maps, as to keep down memory usage. im concerned that we are putting too much data into the various maps. think abour it, whe have 24 bits in our textures, then 24 in outr glow, 24 in our shine, and another 8 in the env alpha channel. thats 80 bits per pixel. does anybody around here think that that is too much data? my idea uses 24 bit textures and 8-bit maps merged as channels in another 24 bit image for a total of 48 bpp. used in conjunction with uber compressable dxt1 the memory advantages are huge. if you need color in a map then the engine can multiply the texture pixels with th map pixels to generate it.